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Following yesterday’s news of imbound Karma changes, ricklessabandon has shared a tentative changelist for her that’ll be up for testing on the PBE soon. Also, we’ve some context for the sneaky Zed nerf that’ll be in Patch 5.9 and a confirmation that Urgot is still slated for a rework, despite his recent surge in popularity. Lastly, to keep the Star Wars movie hype train rolling, check out Forsaken Fiora and Chosen Fiora.

Now applies a debuff to the target that increases all damage dealt to the target by 10% (excluding true damage). Karma and all allies damaging her target heal for 20% of the damage dealt

Reworked – both healing and bonus damage removed.

Inspire [ E ]

Cooldown decreased from 10 seconds at all ranksÂ to 10/9/8/7/6

Mana Cost decreasedÂ from 60/70/80/90/100 to 60/65/70/75/80

Shield value decreased fromÂ 80/120/160/200/240 to 80/110/140/170/200

Defiance [ Mantra + E ]

Damage portion removed

Now shields the target for an additionalÂ 30/90/150/210 (+ 0.3 AP) (stacks with Inspire’s shield)

Allies around Karma’s target are shielded for 50% of the target’s shield, changed from 30/70/110/150 (+0.3 AP)

For reference, here’s the upcoming change to Zed:

Death Mark [ R ]

Now has a 1 second window before Zed can re-cast the spell to return to Death Mark’s shadow

We have been testing a Zed nerf, where there’s a one second delay before he’s able to reactivate his ult. Goal there’s to add a slightly longer response window to Zed’s all in. Not sure off the top of the head if that’s in 5.09 or being tested further in 5.10 (think it’s 5.09 and going live soon, not 100% sure though). If that change results in a healthier play pattern for Zed, but leaves him too weak, that would also give us the opportunity to put a bit of power into something else instead.

Really proficient Zeds currently get their burst combo off on a target extremely quickly (0.25-0.5 seconds at a very rough guess), so this is adding a noticeable amount of extra time in which Zed can attacked by his victim or their nearby allies. His damage shouldn’t be affected, so he’ll still get the kill if he was going to previously, but he’ll be at greater risk of dying for it, so will either have to pick his engages more selectively or be willing to trade himself for the target sometimes.

How much of a power change that results in is open to debate of course, I’d certainly expect to see some drop in his performance though, especially as people adapt to the change.

RiotVelocity:Â Hey all, just wanted to weigh in with some perspective on why we’re making this specific change to Zed.

There has been a lot of great discussion in this thread, and I think a lot of great points were made. I’m not here to discount anything any of you had said, merely just to provide additional context for any seeking it.

The main purpose behind this proposed change to Zed is that traditionally he’s been a character that is very frustrating to have to play around as an enemy. Give a Zed any amount of snowball within a game and he can take that an effectively and efficiently assassinate a member of your team in under a second while putting himself in a very low risk position at the same time due to the ult being immediately reactivateable. (I’m pretty sure I spelled that word wrong.)

We’re looking to add some counterplay onto an otherwise very frustrating (in some cases) character, while leaving his core identity intact.

The rework is needed much more now that this awful to play against champion is so popular.

We do not rework champions because they are weak or unpopular. We rework champions because they are bad for the game. Sometimes that leads to them being unpopular, and sometimes we nerf champions that are bad for the game and popular to alleviate the pain until we can rework them, but make no mistake on why we rework.

Urgot has an invisible passive that means he just wins trades without having to do anything special. The enemy gets no play around it, they are just weaker when they fight Urgot. The combination of his base kit means that if you ever fail to dodge his aoe skill shot, he not only gets to do guaranteed damage to you until you leave his range, he also gets to slow you with this guaranteed damage so you cannot leave his range.

There is unfortunately no eta yet on the rework, but Vesh is making a very cool kit. He already made one awful to play against champion much more interesting with his Soraka rework, so I have high hopes.

This is the fan art you’ve been looking for – Forsaken Fiora by SummonerÂ Hylia:

“They dare not strike back.”

Hey everyone! I painted a quick Forsaken skin concept for Fiora that I wanted to share!

It’s been a few years since Fiora’s last skin, and given the relative lack of variety in terms of her visuals and particles on her current skins, I think she’d be a perfect fit for the Forsaken/Chosen skin line! Fiora’s base skills inherently have little particle effects outside of the shining effect on Riposte and Blade Waltz, so to remedy that and add a little more to her abilities, I think this would make for a great 1350 tier skin! It’d be her first skin with a recall animation, and In my head it features new particles, new SFX on her AA and abilities, a corrupted filter on her VO, and maybe a new haste or AA animation when she activates burst of speed. I hope you guys like it! Let me know what you think!

Edit: here’s a quick example of what her VO might sound like. I’m not great with Audacity and don’t know many effects, so it’s a little underwhelming, but I figured I’d throw something together!